
VEROSVEROSVEROS: Waitress Action Simulator is a game about a waitress named Pham, where you do waitress-type tasks and so on.
I originally planned this game back in late 2024, thanks to a brainstorming session I had while working on another game (now canceled) and listening to RYUSENKEI.
The gameplay is simple: you move, run, and deliver food. Nothing more than that. But to make up for the lack of a more complex gameplay loop, each level has a unique gimmick or a variation that reuses another level gimmick to add more variety. You can also collect the food you deliver throughout the levels.
Pham is a 24 year old gurl who just graduated in "alfajoreria", and after realizing way too late that her degree is useless and will not get her a job, she works as an illegal waitress at the Bum Shiko Bum restaurant, where her boss (with a Delay Lama voice) orders her around.
I'm planning to release it in 2026, since I want to run a Kickstarter to raise between 1000$-5000$ to help finance the game and get a full soundtrack made, as well as reach a wider audience through better advertising.
The game has already been tested by several of my friends, with special emphasis on Chapreh87. Seriously, I am pretty sure this guy secretly speedruns the game.
There are a few prototypes circulating within my friend group, but I do not want to release any prototype to the public because it is still in production and I want to at least have the customer sprites finished by Crikal, the pixel artist, and have some music ready so I can put together a demo for the Kickstarter.
JOIN THE VEROSVEROSVEROS DISCORD SERVER
Tung-tung-tung sahur
Ta-ta-ta sahur
Madin-din-din-din-dun
Madin-din-din-din-dun
Yi-li-li
Ya-ii-la Okal
Ballerina-ballerina-ballerina

While I work on the Itch.io page, I redesigned the school level to improve it. The old version brings back bad memories, and I basically left it abandoned in an early state, there were literally collisions I forgot to add.
Now that the page is literally complete, I just need to upload the demo. And here is the problem: there are two levels.
I want to add challenges, but I am not sure if it would really be worth it or not. Otherwise I could just add one extra level and that is it. But honestly, I would have to think about it. I want to keep working on the last two levels, but I also want to add more content to the game because I feel like it is not enough.

Lemme know ur opinions.
While I am making the Kickstarter demo (or any crowdfunding page that lets me do it from Argentina), I want to update this page with new things about the game and its development that are not so boring.
Sometimes I talk with friends about Pham. It is not about me, they ask me about her. Incredibly, there are people who want to know kind of intimate things about Pham. Honestly it does not bother me because I usually troll them. But some ask me, where does Pham come from?
And it is kind of strange to realize that only now I am finally making a game about her after so many failed attempts.
And the thing is that she is older than all those projects.
Since late 2019, at 12 years old, with a lot of weird ideas and a dream, I wanted to make a character who was dumb and at the same time clever, something like Scott Pilgrim. But I really did not see myself making female characters because of my zero drawing skills. So the concept stayed there without much going on and without an interesting idea to put her into.
At one point I thought about calling her "Veronica Rubberhead" (which would have given meaning to the game being called VEROSVEROSVEROS, but really no lol). She would have been more caricature like at an artistic level because I had been playing the first Persona Q in 2021. And just like in 2019, I had no idea how to design her or how to ask someone else to design her. But at least I already imagined that she would be blonde with short bangs and a ponytail.
Honestly, aside from a Jet Set Radio style game attempt that I canceled because I started it one month before the release of Bomb Rush Cyberfunk in 2023, I really did not know how to start designing her until 2024 arrived.




I was like 15 years old when I made this, if you see a sped up gif it is because the gameplay was so slow due to the controls that 2023 Jere put in.
"the gameplay is more streamlined
Now to paint you press Q, and every time you press A and D while holding W you can move a bit faster while going straight"
(the jere from that time did not know that this was not supposed to happen and that the movement was supposed to be linear)
Now, the fun part.
After playing Killer7 that year, I wanted to make a game about managing security cameras as a tribute to that cutscene from the game.

I did not get very far with it, like my other projects, because my PC broke down. And partly because the development of the Unity version of IMAGINE started that year, replacing this project. But it was HERE where Pham was born as a concept and a name.
And the idea was to make a supposedly "deep" game, like the kind those kids like who enjoy saying complicated words like circumcision or ludonarrative dissonance, where you would break into the gate of a party animal similar to Andrei Ulmeyda to decapitate him with LESBIAN powers.

At least the most important things were already in play, except for sexuality.
Look, I am not really into getting into sexual or gender topics, because I feel like they are not my strong suit, and I prefer to leave them open or make them more hegemonic, if we can call it that. But yes, Pham is heterosexual in VEROSVEROSVEROS.
For a long time I thought about making her a lesbian, but I eventually just told myself, "and how does that even matter in the game?"
But going back to the game, it looked like Killer7, and I barely managed to develop something for the cameras, super buggy. I did not make any progress with it.

It was funny because I also took the liberty of setting a rule for myself of not using textures for the environment and leaving everything up to shaders instead.
And then...
Everything else is already told in the upper part of the page. I made IMAGINE (I will probably make a post about that game soon), and I ended up settling the concept of the game in my mind.
Hi folks.
Lately I have been playing Jet Set Radio Future A LOT (I will abbreviate it as JSRF) and it gave me the idea to redesign the VEROSVEROSVEROS interface simply because the game contains a lot of programmer art (that is, preliminary art)

So I redesigned some UI so the game does not keep looking raw.
So... I think I will start with the level selection menu.
Before:

After:

But there is something else I have also wanted to change for a long time, and that is the game save system.
You see, before you could only have one save file and nothing else. If you wanted to restart your progress, you had to go straight to options and delete your data (and settings). Now you can have three save slots and delete them with right click (of course, with confirmation, do not be dumbass).

Hi folks.
This time, aside from how lazy I feel about continuing with the forest level of this game (I really want to move on to another level, but it feels wrong to leave it unfinished), I have been working on some effects, but I am only going to show one to keep things more surprising.
For example, this time I took inspiration from the hidden screen in Sonic CD that used to show up a lot in trivia videos about that game.


I will change the text soon, because I think the way I wrote it looks kind of ugly.

I already finished the base of the level. Originally I wanted to make it completely like Slenderman-style horror games, where you search for things on your own, but at the end of the day I realized how annoying that can be (especially in a game like VEROS).

So then someone I know said to me: "What if you do it like the Rouge/Knuckles levels in Sonic Adventure 2?"
Holy shit, WHAT A GREAT IDEA.

I'm literally him.
It reminds me of when I was 12 years old and playing SA2 on my PS3. One time I took like 30 minutes in Pumpkin Hill just because I was never good at that kind of hot-and-cold gameplay, and on top of that, I'm not very good at Sonic-style platformers either.
Of course, I made it like the farm level and it does not tell you which path to follow, otherwise the fog would lose all its charm.
Writing the code didn't really seem that hard to me, so there might be a new prototype. Just keep an eye on the Discord.
You decide!

I want you to know that this was more labor intensive than I really thought it was going to be.
I did not end up using vertex colors. I ended up making a shader that modifies the vert, based on the Cutout from Unity default transparent shader.

Now all that is left is to program the level... what a disaster.
I will probably use the code from the farm level as a base, but do it technically in reverse?
I pray to God that it is easy to do.
I would also need to make a separate model, or just use cubes, to place the colliders for the trees, because there is no way I am using an individual box collider for each one. Do u people know how much performance that option eats?
It is kind of funny to know that after the most colorful level in the game, the darkest level comes next, at least in terms of color palette. Let us just hope the reception is good.
Do you remember Clarence? That Cartoon Network series about the chubby blond kid. Well, I really like that show, enough to add a reference to the rock that appears in one of the early episodes. Jokes aside, I would have really liked Amy and Clarence to be an occasional couple in the series. Too bad it was kept only for that episode.

Anyway, I took care of optimizing the entire level, keeping only 1600 particles for the environment and using an EXCESSIVE amount of mipmapping across the whole level. That is why I do not think I can make another variant of this level with good weather, unless I start duplicating textures or applying other techniques that could increase the game size more than it should. Even so, I want to do other things with the modeling, like using vertex color to create a shader that allows the leaves to move based on the model color. Luckily, the optimization tricks are barely noticeable in the game, at least from what I tested.

(ignore my incredible skills cutting and stretching things in MS Paint)
Now that I can complain about insignificant things, I can remember how much old Unity horror game developers used to spam the Unity terrain grass function.
I remember a pretty bad game called Slendytubbies, which to this day runs like garbage for me even on low settings, and which strangely has the most horrible damn grass ever used, as if they had used the Unity details brush with opacity and target strength at maximum without thinking about what that could do to performance. Even though I do not dislike its creator, ZeoWorks, since I do not even know them in the first place, I remember being told about a fangame or creepypasta creator related to that game who is an incredibly shitty person, which already pushes me away from the game.

Such a shitty ass game.
But getting back to the point, I tried to make the grass more colorful, more to guide the player than to fit the area, along with the use of orange lighting to improve the experience.
By the way, since this level is a parody of Slenderman, I wanted to take the advice of a friend of mine, Jonker Kujo, to add something similar to the Sanity Effects from Eternal Darkness, which would help a lot in giving that horror game immersion to the level.

I also want to change the terrain textures. But at the same time I do not. How do I put it? It is like those textures fit pretty well with what I originally wanted to achieve with the cheap mobile game aesthetic for the level.

After being stuck for a while on the Lighthouse level and adding insignificant details, I finally started working on a REAL level for the game, this time mostly inspired by Twin Peaks and Silent Hill (even though I personally find that series extremely boring and sleep inducing). Even so, I decided to make this more like a Slenderman thing but with spaghetti recipes that you have to deliver to a car.
Personally, I am not a fan of horror games because I think they are shit, but at least I am going to try doing a more Lynchian kind of horror compared to the stupid kind of horror like "eeek a little creature is chasing you run run D:".
At the same time, I am going to choose not to use cel shading, and instead try things more similar to what you used to see on the Play Store from 2010 to 2017, to change the vibe a bit and also increase the tension with fog (which is actually more about reducing the draw distance because I am not using models for the ground), but instead I am using Unitys Terrain tool to make handling elevation and that kind of stuff easier, and since that consumes a lot of resources (at least for the criteria I had in mind for the game), I am using a considerable amount of optimization tricks (beyond occlusion culling). So this should be the most resource heavy level in the game simply because it has between 1000 and 2000 particles at most (I am already testing using fewer), but since they are very low resolution textures, it really does not matter that much. :b

After going through a couple of personal issues and finding out things that personally disappointed me to an exorbitant degree, I decided to put it aside yesterday and simply focus on my own stuff. I returned to YouTube and made some rather secondary changes to the game, but ones that make it feel a bit better.
This is the best aesthetic change I have made to the game.

Very soon I will continue updating the interface and polishing some levels.
I realized that there are QUITE A FEW people who are enjoying VEROSVEROSVEROS and are supporting me in all of this. I'm actually goated.

This website brought me back to the problem I mentioned earlier.
I feel indifferent, and disappointed but not surprised about all of this.
A new prototype of the game has been released: download link here.
VEROSVEROSVEROS prototype 14122025 (Catbox)
A few days have passed since the last update I posted here. The reason is simple: I graduated from high school.
(Here in Argentina high school lasts from ages 13 to 18, which is my age roughly, and it is five years). I was busy turning in folders and trying to pass my subjects.
Now, the important part: A friend of mine drew the Chef.

It says "I love u, Boss" in Spanish.
Now, about the game: I want to add a reference to The Silver Case now that I am looking for a way to represent mortar damage without using generic bars.
I might end up using a bar if the text box with Pham's thoughts and the camera becomes too intrusive, but again, I am trying to figure out a way to place it. I might end up removing it, but it took me a huge amount of time to program this late into the night yesterday.

Chapreh87 once again delights us with gameplay of the most anticipated game by absolutely no one, this time of a prototype somewhat advanced from the last time footage of the game was uploaded to Youtube.
There's still placeholder music from Katamari, Jet Set Radio, and other games, along with some visual bugs related to the cel shading (since I rewrote it, as the previous file was a leftover from my earlier game, only with the option to display those very striking outlines).
Meanwhile, that prototype is still relatively new, as I wanted to do something on Twitter while the "Toonsouls" game was trending.
I hope that when the next testing phase comes out, there will be more people involved besides him.
If you'd like to participate as a tester, there's a Discord server. Just so you know, most of us speak Spanish.
After a somewhat long wait, I was able to finish this level of the game. Well, not fully finish it, since I still need to add some chairs and decorations, but the core of the level is done. It falls into the category of levels where the police chase you.
The gimmick of the level is a minigun you use to aim at a mortar that shoots missiles at you.

PunishedJere. 18 yo, Argentinian gamedev and some other things that usually i told on discord.
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